Sunday, March 21, 2021

Labyrinth Sprint Contributions

 This sprint I worked on refining some environment assets and exploring tools we could use for creating textures.

First I followed a tutorial and created a material in substance designer for our muddy bog ground that includes branches and puddles. Alex was then able to put this into her landscape material so that we could paint the bog material and blend it well with the grass and dirt materials she had.





I also pushed the moss to better represent spanish moss and gave the material some slight movement.



I am now working on higher res versions of the trees and I hope to use the topology I created in order to slightly modify different versions of it and get those in engine soon.



Monday, March 8, 2021

Week 08 - Proxy Mesh and Start High Resolution Meshing Part 1

I redid the topology of the head and added the eyes during class time. My next step to to get more of the details in and get into zbrush ASAP.



 

Friday, March 5, 2021

Labyrinth Sprint 4 Contributions

 

Moving forward with the Bog of Eternal Stench I created a game res topology for the tree asset I created last sprint. 



I lowered the poly count to under 7k to reduce performance issues as the trees are duplicated throughout the scene.

I also created the sign asset, 
the bridge proxy (an asset intended as a background piece, not to be interacted with), and some additional branches to hang around the scene to match the visuals of the film.

I put proxy materials on these assets in engine. I intend to build some stylized smart materials to apply to the trees and moss assets and also try to make some stylized ground. I would like to push my bride proxy and try to match the one in the concept image.